The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/Player.cpp

514 lines
13 KiB

#include "Monster.h"
#include "Player.h"
#include "Crawler.h"
#include "DamageNumber.h"
#include "Bullet.h"
#include "DEFINES.h"
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_SPAWNER_LIST
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_CLASS_DATA
INCLUDE_PLAYER_BULLET_LIST
INCLUDE_game
const float Player::GROUND_SLAM_SPIN_TIME=0.6f;
Player::Player():
state(State::NORMAL),lastReleasedMovementKey(DOWN),facingDirection(DOWN){}
void Player::SetClass(Class cl){
this->cl=CLASS_DATA[cl].cl;
rightClickAbility=CLASS_DATA[cl].rightClickAbility;
ability1=CLASS_DATA[cl].ability1;
ability2=CLASS_DATA[cl].ability2;
ability3=CLASS_DATA[cl].ability3;
UpdateIdleAnimation(DOWN);
}
void Player::SetX(float x){
pos.x=std::clamp(x,12.f,float(game->WORLD_SIZE.x*24-12));
};
void Player::SetY(float y){
pos.y=std::clamp(y,12.f,float(game->WORLD_SIZE.y*24-12));
}
void Player::SetZ(float z){
this->z=z;
}
void Player::SetPos(vf2d pos){
this->pos=pos;
}
vf2d&Player::GetPos(){
return pos;
}
float Player::GetX(){
return pos.x;
}
float Player::GetY(){
return pos.y;
}
float Player::GetZ(){
return z;
}
int Player::GetHealth(){
return hp;
}
int Player::GetMaxHealth(){
return maxhp;
}
int Player::GetMana(){
return mana;
}
int Player::GetMaxMana() {
return maxmana;
}
int Player::GetAttack(){
float mod_atk=atk;
for(Buff&b:GetBuffs(BuffType::ATTACK_UP)){
mod_atk+=atk*b.intensity;
}
return int(mod_atk);
}
float Player::GetMoveSpdMult(){
float mod_moveSpd=moveSpd;
for(Buff&b:GetBuffs(BuffType::SLOWDOWN)){
mod_moveSpd-=moveSpd*b.intensity;
}
return mod_moveSpd;
}
float Player::GetSizeMult(){
return size;
}
float Player::GetAttackRangeMult(){
return attack_range;
}
float Player::GetSpinAngle(){
return spin_angle;
}
State Player::GetState(){
return state;
}
void Player::Update(float fElapsedTime){
attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
iframe_time=std::max(0.f,iframe_time-fElapsedTime);
notEnoughManaDisplay.second=std::max(0.f,notEnoughManaDisplay.second-fElapsedTime);
manaTickTimer-=fElapsedTime;
while(manaTickTimer<=0){
manaTickTimer+=0.2;
mana=std::min(maxmana,mana+1);
}
for(std::vector<Buff>::iterator it=buffList.begin();it!=buffList.end();++it){
Buff&b=*it;
b.duration-=fElapsedTime;
if(b.duration<=0){
it=buffList.erase(it);
if(it==buffList.end())break;
}
}
switch(state){
case SPIN:{
switch(facingDirection){
case UP:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03;
facingDirection=DOWN;
animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_S);
}
}break;
case DOWN:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03;
facingDirection=UP;
animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_N);
}
}break;
}
if(facingDirection==RIGHT){
spin_angle+=spin_spd*fElapsedTime;
} else {
spin_angle-=spin_spd*fElapsedTime;
}
if(spin_attack_timer>0){
z=50*sin(3.3*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
} else {
SetState(NORMAL);
spin_angle=0;
z=0;
game->HurtEnemies(pos,3*12,GetAttack()*2.5);
game->AddEffect(Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_FRONT,1.33f,0.6f},Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_BACK,1.33f,0.6f});
}
if(lastAnimationFlip>0){
lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case BLOCK:{
if(rightClickAbility.COOLDOWN_TIME-rightClickAbility.cooldown>3){
SetState(NORMAL);
}
}break;
case SWING_SONIC_SWORD:{
if(ability3.COOLDOWN_TIME-ability3.cooldown>0.5){
SetState(NORMAL);
switch(facingDirection){
case DOWN:{
UpdateAnimation(AnimationState::WARRIOR_IDLE_S);
}break;
case RIGHT:{
UpdateAnimation(AnimationState::WARRIOR_IDLE_E);
}break;
case LEFT:{
UpdateAnimation(AnimationState::WARRIOR_IDLE_W);
}break;
case UP:{
UpdateAnimation(AnimationState::WARRIOR_IDLE_N);
}break;
}
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
default:{
//Update animations normally.
animation.UpdateState(internal_animState,fElapsedTime);
}
}
rightClickAbility.cooldown=std::max(0.f,rightClickAbility.cooldown-fElapsedTime);
ability1.cooldown=std::max(0.f,ability1.cooldown-fElapsedTime);
ability2.cooldown=std::max(0.f,ability2.cooldown-fElapsedTime);
ability3.cooldown=std::max(0.f,ability3.cooldown-fElapsedTime);
for(Monster&m:MONSTER_LIST){
if(iframe_time==0&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
if(m.IsAlive()){
m.Collision(*this);
}
geom2d::line line(pos,m.GetPos());
float dist = line.length();
m.SetPosition(line.rpoint(dist*1.1));
if(m.IsAlive()){
vel=line.vector().norm()*-128;
}
}
}
if(vel.x>0){
vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
} else {
vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
}
if(vel.y>0){
vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
} else {
vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
}
float newX=pos.x+vel.x*fElapsedTime;
float newY=pos.y+vel.y*fElapsedTime;
SetX(newX);
SetY(newY);
if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
switch (cl) {
case WARRIOR:{
if(state!=State::SPIN){
bool attack=false;
Monster*closest=nullptr;
float closest_dist=999999;
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()
&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},attack_range*size*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))
&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
closest=&m;
}
}
if(closest!=nullptr&&closest->Hurt(GetAttack())){
attack_cooldown_timer=ATTACK_COOLDOWN;
swordSwingTimer=0.2;
SetState(State::SWING_SWORD);
switch(facingDirection){
case DOWN:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
}break;
case RIGHT:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
}break;
case LEFT:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
}break;
case UP:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
}break;
}
}
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
}break;
case WITCH: {
}break;
}
}
if(ability1.cooldown==0&&GetMana()>=ability1.manaCost&&game->GetKey(SHIFT).bHeld){
switch (cl) {
case WARRIOR: {
game->AddEffect(Effect(pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3));
ability1.cooldown=ability1.COOLDOWN_TIME;
AddBuff(BuffType::ATTACK_UP,10,0.1);
AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
for(Monster&m:MONSTER_LIST){
if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
m.AddBuff(BuffType::SLOWDOWN,5,0.3);
}
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
}break;
case WITCH: {
}break;
}
mana-=ability1.manaCost;
} else
if(ability1.cooldown==0&&GetMana()<ability1.manaCost&&game->GetKey(SHIFT).bPressed){
notEnoughManaDisplay={ability1.name,1};
}
if(ability2.cooldown==0&&GetMana()>=ability2.manaCost&&game->GetKey(SPACE).bPressed){
switch(cl){
case WARRIOR:{
Spin(GROUND_SLAM_SPIN_TIME,14*PI);
iframe_time=GROUND_SLAM_SPIN_TIME+0.1;
}break;
case THIEF:{
}break;
case RANGER:{
}break;
case BARD:{
}break;
case WIZARD:{
}break;
case WITCH:{
}break;
}
mana-=ability2.manaCost;
} else
if(ability2.cooldown==0&&GetMana()<ability2.manaCost&&game->GetKey(SPACE).bPressed){
notEnoughManaDisplay={ability2.name,1};
}
if(ability3.cooldown==0&&GetMana()>=ability3.manaCost&&game->GetKey(CTRL).bPressed){
switch(cl){
case WARRIOR:{
ability3.cooldown=ability3.COOLDOWN_TIME;
SetState(State::SWING_SONIC_SWORD);
AddBuff(BuffType::SLOWDOWN,0.5,1);
vf2d bulletVel={};
switch(GetFacingDirection()){
case UP:{
vel.y=70;
bulletVel.y=-400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
}break;
case LEFT:{
vel.x=70;
bulletVel.x=-400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
}break;
case RIGHT:{
vel.x=-70;
bulletVel.x=400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
}break;
case DOWN:{
vel.y=-70;
bulletVel.y=400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(Bullet(pos,bulletVel,30,GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
game->SetupWorldShake(0.5);
}break;
case THIEF:{
}break;
case RANGER:{
}break;
case BARD:{
}break;
case WIZARD:{
}break;
case WITCH:{
}break;
}
mana-=ability3.manaCost;
} else
if(ability3.cooldown==0&&GetMana()<ability3.manaCost&&game->GetKey(CTRL).bPressed){
notEnoughManaDisplay={ability3.name,1};
}
if(rightClickAbility.cooldown==0&&GetMana()>=rightClickAbility.manaCost&&game->GetMouse(1).bHeld){
switch (cl) {
case WARRIOR: {
if(GetState()==State::NORMAL){
rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
SetState(State::BLOCK);
AddBuff(BuffType::SLOWDOWN,3,0.3);
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
}break;
case WITCH: {
}break;
}
mana-=rightClickAbility.manaCost;
} else
if(rightClickAbility.cooldown==0&&GetMana()<rightClickAbility.manaCost&&game->GetMouse(1).bPressed){
notEnoughManaDisplay={rightClickAbility.name,1};
}
}
float Player::GetSwordSwingTimer(){
return swordSwingTimer;
}
void Player::SetSwordSwingTimer(float val){
swordSwingTimer=val;
}
void Player::SetState(State newState){
state=newState;
}
vf2d Player::GetVelocity(){
return vel;
}
bool Player::HasIframes(){
return iframe_time>0;
}
bool Player::Hurt(int damage){
if(hp<=0||iframe_time!=0) return false;
if(state==State::BLOCK)damage=0;
float mod_dmg=damage;
for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
mod_dmg-=damage*b.intensity;
}
hp=std::max(0,hp-int(mod_dmg));
DAMAGENUMBER_LIST.push_back(DamageNumber(pos,int(mod_dmg)));
return true;
}
void Player::AddAnimation(AnimationState state){
animation.AddState(state,ANIMATION_DATA[state]);
}
void Player::UpdateAnimation(AnimationState animState){
animation.ChangeState(internal_animState,animState);
}
Animate2D::Frame Player::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Player::SetLastReleasedMovementKey(Key k){
lastReleasedMovementKey=k;
}
Key Player::GetLastReleasedMovementKey(){
return lastReleasedMovementKey;
}
void Player::SetFacingDirection(Key direction){
facingDirection=direction;
}
Key Player::GetFacingDirection(){
return facingDirection;
}
void Player::Moved(){
for(MonsterSpawner&spawner:SPAWNER_LIST){
if(!spawner.SpawnTriggered()&&geom2d::contains(geom2d::ellipse<float>{spawner.GetPos(),spawner.GetRange()},pos)){
spawner.SetTriggered(true);
}
}
}
float Player::GetAbility2Cooldown(){
return ability2.cooldown;
}
float Player::GetRightClickCooldown(){
return rightClickAbility.cooldown;
}
void Player::Spin(float duration,float spinSpd){
state=State::SPIN;
spin_attack_timer=duration;
spin_spd=spinSpd;
spin_angle=0;
ability2.cooldown=ability2.COOLDOWN_TIME;
}
void Player::UpdateWalkingAnimation(Key direction){
AnimationState anim;
switch(direction){
case UP:anim=CLASS_DATA[cl].walk_n;break;
case RIGHT:anim=CLASS_DATA[cl].walk_e;break;
case DOWN:anim=CLASS_DATA[cl].walk_s;break;
case LEFT:anim=CLASS_DATA[cl].walk_w;break;
}
UpdateAnimation(anim);
}
void Player::UpdateIdleAnimation(Key direction){
AnimationState anim;
switch(direction){
case UP:anim=CLASS_DATA[cl].idle_n;break;
case RIGHT:anim=CLASS_DATA[cl].idle_e;break;
case DOWN:anim=CLASS_DATA[cl].idle_s;break;
case LEFT:anim=CLASS_DATA[cl].idle_w;break;
}
UpdateAnimation(anim);
}
void Player::AddBuff(BuffType type,float duration,float intensity){
buffList.push_back(Buff{type,duration,intensity});
}
std::vector<Buff>Player::GetBuffs(BuffType buff){
std::vector<Buff>filteredBuffs;
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
return filteredBuffs;
}